Elias Gjedde-Grundtvig
Email: egrundtvig@gmail.com
• Phone: +45 29 73 10 87 • GitHub: github.com/eliiasg •
Portfolio: eliiasg.github.io
Summary
Fast-learning software developer with experience building graphics
applications in Rust. Interested in game engine development and ECS
patterns.
Awards & Competitions
- Baltic Olympiad in Informatics (BOI) 2025 —
National team member; Honorable Mention. Qualified through Dansk
Datalogi Dyst, the Danish national informatics competition.
Worked on advanced algorithmic problems under strict time constraints,
strengthening my problem decomposition and optimization skills.
Skills
- Languages: Rust, C#, Java, Go, C++, Python
- Frameworks / Engines: WGPU, OpenGL, WebGL, Godot,
Bevy, MonoGame
- Tools: Git, Linux (Ubuntu), PostgreSQL
- Concepts: Algorithms & data structures,
Graphics programming, ECS patterns, Parsing, Syntax Trees, Expression
evaluation, Software architecture
Education
Københavns Mediegymnasium — Expected graduation:
2028
Projects
Real-Time vector
graphics for 2D games
Designed a 2D rendering workflow using GPU-friendly triangle meshes
instead of sprite-based rendering, leveraging modern GPU throughput.
- MonoGameDrawingApp — Repo
Summary: A 2D Drawing app inspired by mesh-based 3D
modelling software such as Blender

Tech: C#, MonoGame
Highlights:
- Implemented my own UI framework on top of MonoGame
- Created a file format for efficiently storing 2D meshes
- Added a README with usage instructions and a description of the file
format
Summary: A 2D game engine based on mesh assets -
built for customized rendering pipelines and performance

Tech: Go, OpenGL, WebGL
Highlights:
- Implemented a rendering framework built directly on OpenGL and
WebGl
- Created a platform agnostic engine, making development easy on both
web and desktop platforms
- Made a file format for storing mesh fonts, and used an open-source
solution to triangulate fonts
bevy_voxel_test — Repo
Summary: A chunk-based voxel engine implementation
on top of Bevy.

Tech: Rust, Bevy
Highlights:
- Implemented a voxel architecture with support for LODs (levels of
detail)
- Built a system for efficiently generating terrain at different
LODs
- Implemented a greedy meshing algorithm to reduce triangle count
Summary: A game engine based on bevy_ecs (entity
component system). Aims to provide a highly modular rendering
system

Tech: Rust, wgpu, bevy_ecs, winit
Highlights:
- Created an asset system for managing CPU and GPU resources
- Made abstractions on top of wgpu and winit to allow for easier
control over windows, textures and render pipelines
- Added examples to document my progress
and many more...
Experience
Zmart NetZero — 2025
- Java, Python, PostgreSQL
- Built a database for storing energy data
Hobbies
Apart from programming i also enjoy electronics, 3D-printing and CAD
(computer aided design)


